The Civilization Stage is the fourth stage in Spore preceded by the Tribal Stage and followed by the Space Stage.
After organizing into a city and creating vehicles, the player leaves the Tribal Stage and begins the Civilization Stage.
Summary[]
Civilization Stage keeps the real-time strategy format like with the Tribal Stage. Controlling creature units are abandoned for the vehicles as the primary units while huts are progressively being replaced with the cities-though some are still tribal. The primary goal throughout the stage is to capture and claim every rivaling nations' city scattered throughout the homeworld, focusing on interactions, either religiously, economically, or violently, between their civilization and other civilizations. Influenced by the player's prior trait, the player will form the starting city with a specific specialty passed by the prior Tribal Stage's trait: Friendly, Industrious, and Aggressive tribes will form the Religious, Economic, and Military cities respectively. Then promptly from the start of the stage, rival nations will emerge and guarantee two structure types, with three specialties that will influence the perspective towards the player and other rivaling nations.
Unlike simplified relationship in preceding stages, the Civilization Stage is more refined, attributed by set of modifiers that affect the meter of the relationship from hostile to ally. Taking any actions may add modifiers, for instance, complimenting, trading, etc will raise the relationship bar from modifiers, whereas insulting, invading, or threatening will lower the relationship between the nation.
Other factors like the food currency are replaced with Sporebucks which can be earned by a variety of actions like the production from factories in the cities, captured spice geysers, trading, or being gifted by allies and used on spending on buying more vehicles, buildings, consequence abilities, and gifting other nations to boost relationship. The new mechanic is to contact other nations within their cities by clicking on the "Contact" button or after a rival nation captures 2 cities, the window appears to the side of the map. In the window of contact, the creature of the nation offers the dialogue to the right and the player has the options of complementing, insulting, offering gifts to raise the relationship between the nation, and even commission to propose war against other nations' cities.
Spice Geysers are also scattered throughout the homeworld from land to sea, as well as can be claimed as the established territory and source of Sporebucks. Geysers that are already occupied by rivaling nations can be captured, though it will sour the relationship between the nations.
City Planner[]
Main article: City Planner
Civilization Consequence Abilities[]
Behavior in Civilization stage | Space stage Consequence ability |
---|---|
Religious | Green Keeper: Decreases the rate of biodisasters on all of your colonies |
Economic | Spice Savant: Increases spice production from all your colonies |
Military | Pirate B Gone: Reduces the frequency of pirate raids |
The Civilization stage is the first of the four preliminary stages to alter the nature of the trait cards. Whereas in previous stages, Green and Red represented opposite approaches to game-play with Blue representing a balance of the two, Green, Red, and Blue all represent unique ways to play the game. As such, the player's timeline in Civilization is reorganized, placing the strategy which they entered the phase from in the center, with the other two on the extremes.
Civilization Stage Achievements[]
- Fear of Flying - Complete the Civilization stage without ever buying an aircraft.
- Conclusion - Finish the Civilization stage by launching ICBM weapons and destroying all other cities.
Strategy[]
Press expand to show |
---|
Purchase
Hard Difficulty[]
General[]
Economic[]
Military[]
Religious[]
Other[]
|
Trivia[]
- Civilization stage can be compared to the near future on Earth, despite the fact that they have only been able to do unmanned suborbital flights in the form of ICBMs, while we have managed to do many manned flights to low Earth orbit and our own Moon. Although your civilization eventually makes it across the entire galaxy. Also, we do not yet have the technology to produce holograms like those of civilization-stage creatures.
- When you are converting a city, your religious vehicles appear to lose health gradually. If you look closely at your vehicles, you'll see that the citizens are throwing burning trash and rocks at them.
- Cities in Civilization Stage could be based on medieval castles, due to the fact that the cities themselves are surrounded by walls.
- The whole stage (including the name) could be a reference to the popular strategy game, Civilization.
- Deja vu - if you zoom to other civilizations they look like the creature owning the civilization except for a different color and no clothes on the card.
- When using the Global Merger super-power the base cost of the power is 60,000 sporebucks, it states that it "Buys" all the cities, this means each other city would cost 15,000 sporebucks instead of the normally accepted 14,000. If used upon 3 cities the cost is lowered by 12,000 sporebucks which is 3,000 less than if you actually bought the cities for 15,000. This raises the cost of the cities up to 16,000 sporebucks
- If you roll the camera over an unclaimed civilization, a Sim City 4 song called "Gritty City" might play.
- The insult "Your people are descended from limbless space slugs" is ironic in the sense that all cities are the same species, including your own.
- When vehicles are destroyed and turrets are attacked, crew can be seen flying out and dying upon impact with the floor. When boats get destroyed, the crew will fly into the water and drown.
Glitches[]
- When you aim a Gadget Bomb at a targeted tribal village, sometimes when the bomb hits it, it isn't destroyed but remains intact.
- Sometimes there will be invisible cities, you will have destroyed all the other cities but the bar won't be complete. You look around on the minimap but there will be no cities.
- Sometimes when you command large amounts of vehicles they won't do it unless you right click on it again. this can be very annoying. WORKAROUND: do the command for unresponsive vehicles.
- Sometimes, the AI-controlled religious nation will have problems with escalating. For example, there's a Blue religious nation converting another city. You can see Blue converting the city with a sizable force on the minimap, but the convert process bar just won't appear, which means Blue will be stuck with converting that city. This can be very useful for hard difficulty because you can completely stop their escalation. Remember though, if you hover your mouse on the city that is under attack, the progress bar will appear and Blue will be able to take the city.
- Sometimes, your vehicles still keep their icons even if they no longer exist. You cannot delete them by pressing the red cross as well.
- Rarely, religious vehicles can be overwhelmingly overpowered. As we know, religious vehicles deal area damage. When this glitch happens, all religious vehicles cause insanely high AREA DAMAGE (which is usually higher than 100). That means religious nations can dispatch an entire enemy force at ease.
See Also[]
|